# SpriteDX - Building Generation - Preliminary Research

## Single Building

Original Image:

Just a hand drawn sketch from before.

![](https://cdn.hashnode.com/res/hashnode/image/upload/v1767302334182/c10395d2-f7da-44e9-8bfc-7a4cbdfb9298.png align="center")

> Model: Flux 2 Pro  
> Prompt: Color it

![](https://cdn.hashnode.com/res/hashnode/image/upload/v1767302367148/9dab38d0-efe4-4ebf-af12-546ffc22f766.png align="center")

> Model: Flux 2 Pro  
> Prompt: enhance color for more sprite look

![](https://cdn.hashnode.com/res/hashnode/image/upload/v1767302464689/6b137fb2-9b64-4e76-8e31-417007f22227.png align="center")

> Model: Flux 2 Pro  
> Prompt: Make it into a pixel art

![](https://cdn.hashnode.com/res/hashnode/image/upload/v1767302546872/1d957d28-02d9-4076-81d2-b6ceb666f5a2.png align="center")

> Model: Flux 2 Pro  
> Prompt: Make it into a pixel art sprite game asset with transparent background and transparent ground pixels.

![](https://cdn.hashnode.com/res/hashnode/image/upload/v1767302648169/9c19ff0e-5fbd-4c43-88f4-4c3337335c72.png align="center")

Transparency is not real transparency. However, it does understand which part is transparent region.

> Model: Flux 2 Pro  
> Prompt: Make the colors more subtle and vive-y. I want a Japanese style game pixel art asset for background building

Then

> Model: Flux 2 Pro  
> Prompt: Make the building more rectangular with less curved artifacts

![](https://cdn.hashnode.com/res/hashnode/image/upload/v1767302964441/d0b7e47f-89ae-420c-956a-bb65973f3345.png align="center")

> Model: Flux 2 Pro  
> Prompt: Make the pixel art cleaner with straight edges and rounded corners

![](https://cdn.hashnode.com/res/hashnode/image/upload/v1767303060832/17ad57a6-4963-43da-9738-18342b63744f.png align="center")

> Model: Flux 2 Pro  
> Prompt: Recolor it. Use white background.

![](https://cdn.hashnode.com/res/hashnode/image/upload/v1767303254908/a0c27df0-2359-4335-bab4-27c845126771.png align="center")

## Scene

Original (a collage of characters and building sketches):

![](https://cdn.hashnode.com/res/hashnode/image/upload/v1767303689838/f51a6631-2615-4733-ace9-e7139230846a.png align="center")

> Make it into a colored pixel art

![](https://cdn.hashnode.com/res/hashnode/image/upload/v1767303739306/641d9970-1af9-4f9b-b856-bc27ced4fe64.png align="center")

![](https://cdn.hashnode.com/res/hashnode/image/upload/v1767303769208/dc2dceb0-f91d-4bcd-ab26-cb21d9e4a6cb.png align="center")

![](https://cdn.hashnode.com/res/hashnode/image/upload/v1767303781993/ae8a5d12-ab1d-43ea-b3a2-aa7668ff92a7.png align="center")

> Make it into a colored pixel art (japanese anime style, light tone with good contrast on near by characters)

![](https://cdn.hashnode.com/res/hashnode/image/upload/v1767303930530/bd3bab83-6d16-4575-85ff-5b4708bcc6d3.png align="center")

![](https://cdn.hashnode.com/res/hashnode/image/upload/v1767303950622/9b63a718-65e6-4429-a3ba-0efa7ef3d7e7.png align="center")

> Make it into a pixel art 16 real pixels per logical pixel. Color it (Japanese style rpg game vibe, pixel art, outlines on character, outlines on props and buildings, color tone: Please Teacher Anime, bright seaside scene, background has ocean, subtle outlines)

![](https://cdn.hashnode.com/res/hashnode/image/upload/v1767304560367/d1b45b13-7bb8-4d07-9ea0-a082aab97c2b.png align="center")

This one in particular shows the possibility of creating perspective effect on the ground to make it look 3D-ish using some tricks. We should investigate on this.

> remove characters, props and vehicles, ui elements

![](https://cdn.hashnode.com/res/hashnode/image/upload/v1767305727271/c68cc0cb-e801-44a1-93fd-0f07e8546f9a.png align="center")

> (Expand)

![](https://cdn.hashnode.com/res/hashnode/image/upload/v1767306615892/d7ebad61-bb40-4531-b52b-dbaaa8fb537d.png align="center")

## Key Takeaways

* Pencil Sketch → Pixel Art is possible using Flux 2 Pro.
    
* But colored versions don’t necessarily look good.
    
* There is no support for layer decomposition.
    
* Color scheme does not always come out to be what we want.
    
* Removing dynamic assets is possible.
    
* We can support some level of 3D on the ground tiles for depth effect.
    
* Context window is little too small to support multiple building generations.
    

## Next Steps

* Figure out a way to consistently generate new buildings (perhaps using fill in the blank style prompts).
